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  • Dream of Medivh ft. Embiggen

    PS: I included an alternate token package section at the end of the guide, partly based on your suggestions.

  • Hecklebot Shaman

    Pro

    I love cards like Hecklebot that have the potential to swing the game in your favor or totally screw you over. This deck looks pretty strong and fun. I really enjoy using the Quest in a variety of ways.

    If your main win condition is fatigue, you should consider Archivist Elysiana. Barista Lynchen would obviously be good too, but maybe that's too greedy.

  • Tombs of Terror: Final Murlock Boss

    Quote From ArngrimUndying

    Almost beat him first try (down to i think 70 HP) I just got completely BTFO by RNGesus - the random murloc summons/transforms gave the boss 4! (FOUR!) Old Murk-Eyes over the course of the fight that each went straight face for 10-20 dmg each. I honestly think those were the only face hits the boss got on me, but obviously all it needed...still though that was very fun and I look forward to more!

    Same thing happened to me. He had no other way of dealing damage to me (the summon extra legendary for free is busted, especially with Silvanus

  • Tombs of Terror: Final Murlock Boss

    Also did a one-shot with Reno. I really like how they improved on the previous solo content.

    I'm just worried that I will have to play solo content for the rest of my life, if I decide to beat it in all possible variations...

  • Dream of Medivh ft. Embiggen

    Indeed, I decided to forgo any Uldum cards, for now. 

    Khartut Defender is nearly useless here: too slow, and this deck doesn't really need any healing, in general. It's actually already pretty good at preying on Aggro. I'd rather use Lifedrinker instead.

    Garden Gnome is pretty good, and I haven't tested it in this deck, but the thing is, this deck is currently not boasting the token/buff package very much (I also removed Power of the Wild), because it would be quite slow at it, definitely more than other Aggro/Token decks in Wild. That's why I preferred the Pounce/Savage Striker package now: it allows better answers against Aggro, before they go rampant, while still giving good burst for yourself in case you want to go face.

    As for King Phaoris, it is not there for the same reason i use only 1x Ultimate Infestation: too slow for the Tempo plan of the deck. I may consider it in case Reno decks are too popular, and the meta slows down considerably.

    But I am ready to reconsider the last two cards, with more playtesting (I actually own both Gnome and Phaoris).

    Thanks for your comment btw.

  • Tombs of Terror: Final Murlock Boss

    Heh, my murloc guy in 3rd phase, with 96 hp, stole High Priest Thekal, and yea, he casted him next turn. I lost but he ended with 1 HP  :D

  • Fleshshaper + Mutate is a problem

    Quote From YourPrivateNightmare
    Quote From RandomGuy

    It's no more or less problematic than most swingy tempo turns in HS.

    it is at turn 3

    If you play it turn 3 that means that you already have 4 minions on board. If that's the case you should already be in a good spot. And stop acting like this is happening every time on turn 3. That's an insane high roll.

  • Fleshshaper + Mutate is a problem

    Quote From YourPrivateNightmare
    Quote From RavenSunHS

    Btw, the played mana cost being forgotten from hand to board is inconsistent with how stats are handled from hand to board: if the game was consistent with how Mutate or Conjurer's Calling are calculated, then handbuff should not exist as a mechanic (attack and hp would reset at board landing).

    Stats are normaly resetted only if the direction is backwards, eg. graveyard to board, board to hand, hand to deck. They are kept otherwise.

    Why doesn't this happen for mana as well?

    because Hearthstone is a clusterfuck developed by silly people who will apply consistency if the feel like it.

    I do believe the reason is more charitable on them, but still quite bad on us: the devs believe that people don't just like powerspikes, but they do like entirely broken stuff sprinkled here and there. Otherwise said, they value the player playing Mogu Fleshshaper + Mutate more than the player on the receiving end of it.

    And as long as average wr is ok, then everything is ok to them.

    I think it is poor design (together with many other absolutely toxic comboes in the game), as frustration is harder to cleanse than some fancy pepper, but eh, maybe that's just not really true on the long run...

  • Dream of Medivh ft. Embiggen

    Pro

    Looks fun. I notice you don't have any Uldum cards, so I thought I'd suggest a few that might fit:

    Garden Gnome would most likely activate, and gives good board presence early on.

    King Phaoris, like the gnome, has plenty to work with.

    Khartut Defender is just an all around great card, especially against aggro.

    Spitting Camel would be a solid choice. Now hear me out, I'm serious. No, I'm kidding, that card is trash.

    I haven't played this deck yet, but I think I will. Then I might have better suggestions for what you could add, or what to remove.

  • Fleshshaper + Mutate is a problem

    Quote From RandomGuy

    It's no more or less problematic than most swingy tempo turns in HS.

    it is at turn 3

  • Fleshshaper + Mutate is a problem

    Quote From ColinthePyro
    Quote From YourPrivateNightmare
    Quote From duppie

    I don't think it's that big of a problem.  It's a big power spike but most decks have big if not bigger power strikes right now.  Priests are having 12/12+ on early turns, Edwin is still a card, druids are rushing two 5/5s for 5 (not even a combo), aggro warrior can do some nutty stuff with the merc.  It's pretty far off from the value and power of conjurer's calling.  Mogu + mutate isn't even super strong in several matchups and 8 drops has plenty of rolls that aren't too insane to deal with.

    I think it's pretty important for the deck to get some raw tempo and it makes games interesting.  Sometimes you get blown out but that just happens in hearthstone.  you would have to change a lot of cards before it made sense to nerf that.  

    we'Re talking about a 2-card combo that punishes decks that are just playing their gameplan and have no other option to beat you.

    We're talking about a 7-mana Sea Giant that also deals 3 damage.

    There are a ton of insanely strong 2-card combos. If your gameplan does not take the possibility of facing early big minions into account, you should probably change it because Combo Priest, Mech Hunter, and Mech Paladin all exist. 

    we're talking big minions that rush in on turn 3 and are unaffected by silence. I do, in fact, tech against said decks, with the handy dandy Spellbreaker, which usually is enough...except of course when all that tempo i built up by going aggressive in the first two turns (against a quest deck whose main weakness is supposed to be a slow start) only to get blown out by a turn 3 Ironbark Protector that just murdered my Flame imp.

    Better tech in that sick Voodoo Doll. I remember when we actually had tech for that. It was called Big Game Hunter and it was in every deck at 3-mana....WE GOT RID OF THAT BECAUSE WE ASSUMED THAT YOU WOULDN'T NEED TARGETTED HARD REMOVAL ON TURN 3

  • Fleshshaper + Mutate is a problem

    Quote From RavenSunHS

    Btw, the played mana cost being forgotten from hand to board is inconsistent with how stats are handled from hand to board: if the game was consistent with how Mutate or Conjurer's Calling are calculated, then handbuff should not exist as a mechanic (attack and hp would reset at board landing).

    Stats are normaly resetted only if the direction is backwards, eg. graveyard to board, board to hand, hand to deck. They are kept otherwise.

    Why doesn't this happen for mana as well?

    because Hearthstone is a clusterfuck developed by silly people who will apply consistency if the feel like it.

  • Hecklebot Shaman

    Why the single cards? have you tried the hecklebot in the normal quest shaman build since it is pretty much a control deck anyways in the early game?

  • Tombs of Terror: Final Murlock Boss

    I found this one incredibly easy. I'm struggling with the second one though.

  • Fleshshaper + Mutate is a problem

    It's no more or less problematic than most swingy tempo turns in HS.

  • Fleshshaper + Mutate is a problem

    Quote From YourPrivateNightmare
    Quote From duppie

    I don't think it's that big of a problem.  It's a big power spike but most decks have big if not bigger power strikes right now.  Priests are having 12/12+ on early turns, Edwin is still a card, druids are rushing two 5/5s for 5 (not even a combo), aggro warrior can do some nutty stuff with the merc.  It's pretty far off from the value and power of conjurer's calling.  Mogu + mutate isn't even super strong in several matchups and 8 drops has plenty of rolls that aren't too insane to deal with.

    I think it's pretty important for the deck to get some raw tempo and it makes games interesting.  Sometimes you get blown out but that just happens in hearthstone.  you would have to change a lot of cards before it made sense to nerf that.  

    we'Re talking about a 2-card combo that punishes decks that are just playing their gameplan and have no other option to beat you.

    We're talking about a 7-mana Sea Giant that also deals 3 damage.

    There are a ton of insanely strong 2-card combos. If your gameplan does not take the possibility of facing early big minions into account, you should probably change it because Combo Priest, Mech Hunter, and Mech Paladin all exist. 

  • Tombs of Terror: Final Murlock Boss

    Almost beat him first try (down to i think 70 HP) I just got completely BTFO by RNGesus - the random murloc summons/transforms gave the boss 4! (FOUR!) Old Murk-Eyes over the course of the fight that each went straight face for 10-20 dmg each. I honestly think those were the only face hits the boss got on me, but obviously all it needed...still though that was very fun and I look forward to more!

  • Quest aggro rogue

    Heavy aggressive rogue idea.

  • Standard Meta Report #5 - September 8, 2019 - September 15, 2019

    In case you're an aggro player and don't know how to use that brain you have, aggro is short for aggressive, mid-range, and tempo are aggressive decks, whereas control and combo are not. It's honestly retarded how i have to explain this shit.

  • Fleshshaper + Mutate is a problem

    HS has an history of getting big minions early on. Thankfully its only one,. Conjurers calling got nerfed cause u could get a full board of giants very early. We just need to deal with this adapt and never forget that its a 2 card combo. We lived past turn 3 shaman 7/7 and turn 3 giant with even warlock. We will make it

  • Fleshshaper + Mutate is a problem

    Btw, the played mana cost being forgotten from hand to board is inconsistent with how stats are handled from hand to board: if the game was consistent with how Mutate or Conjurer's Calling are calculated, then handbuff should not exist as a mechanic (attack and hp would reset at board landing).

    Stats are normaly resetted only if the direction is backwards, eg. graveyard to board, board to hand, hand to deck. They are kept otherwise.

    Why doesn't this happen for mana as well?

  • Tombs of Terror: Final Murlock Boss

    Final Boss was a bummer for me when it started to pump out 10/10 Murlocs: I didn't plan for that.

    Anyway, this wing is fun and everything, but it convinced me I will NOT buy the adventure this time. I will stick with my F2P policy.

     

    However, I have to admit Dual Class perks and hero powers are extremely fun (I wonder if we'll get some for PvP one day). 

    PS: Bazaar Bob made my day.

  • Tombs of Terror: Final Murlock Boss

    The VIP Tavern Treasure gave me the option to play Bob’s “Bobalicious Deck”. It replaced my entire deck with treasures from previous PVE modes! Needless to say, both Plague Lords got wrecked first try.

    Really enjoying this mode so far, its very flavourful and although the Plague Lords were challenging, they were very fun fights. Also, finally getting to play as Reno was epic.

  • Tombs of Terror: Final Murlock Boss

    Also took it on my first try, definitelly had enjoyed this run a billion times more than any PVE adventures before... Still haven't got my golden pack from the Dalaran Heist, as im just never fortunate enough to beat it.

  • Tombs of Terror: Final Murlock Boss

    EZ final boss. I just get Gurubashi Hypemon into 1 mana King Togwaggle and play him when the boss got 10 cards. I stole all his cards LUL